Interesting idea, but kind of annoying implementation.
Controls are weird. You use space for input instead of z, which seemed kind of odd and somewhat unintuitive because you can attack and such during cutscenes. Also, controls seem to be loose (inaccurate/slide to nearest point/slides) instead of tight (accurate/all landing spots are points/solid landing), which makes the platforming a bit harder.
Controls change for the trial level from z,x,c to x,c,v. Trial doesn't really show you how to pass the enemies (double stack and such).
The perspective felt bad. Would have been better to stick with just walls as a standard platformer instead of having these weird perspectives that keep changing. Made it hard to tell what was solid and what wasn't.
Some wall jumps are a bit off because it looks like you should be able to land the jump, but don't.
The death point is a bit high on the level, so you die before expected.
Some areas have weird collision.
The gunner looks like it shoots through the wall. Not sure if it actually does.
The beast boss was a bit too hard to deal with, especially if you started in a bad spot. His level was just annoying to deal with because you had to time the jump and sometimes you couldn't wall jump. By the time I figured out what you were supposed to do, I had already game over'ed.
Couldn't figure out the mechanic of the first boss, so I just brute force attacked it until it died.
The teleport in is weird because you can move, but you don't actually move until the teleport animation finishes.
At least make it obvious that you can't use Tina in the list like how the third character shows locked. Like, Tina / Non-Demo Only or something.
The damage showing 0 for everything was a bit confusing too
Pretty obvious spoof/parody of Megaman 3, but I think it needs a lot of fixing.